fix(core): resolve review findings in Sprint 3-4
- Fix SaveManager reset_game to use DirAccess.remove correctly - Add null check for FileAccess.open in save_game - Fix AudioManager crossfade tween callback chain - Replace fragile absolute HUD path with relative onready - Guard character position save against empty id - Add GameState.has_character_position helper - Emit room_changed signal after tween completes - Add target_floor validation in ElevatorButton - Persist audio settings via GameState - Add class_name to RoomNavigator, AudioManager, HUD Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -1,5 +1,5 @@
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## AudioManager — music playback with cross-fade, SFX playback, volume control.
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## AudioManager — music playback with cross-fade, SFX playback, volume control.
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extends Node
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class_name AudioManager extends Node
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const DEFAULT_MUSIC_VOLUME: float = 0.6
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const DEFAULT_MUSIC_VOLUME: float = 0.6
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const CROSSFADE_DURATION: float = 1.0
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const CROSSFADE_DURATION: float = 1.0
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@@ -31,13 +31,13 @@ func play_music(stream: AudioStream) -> void:
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next_player.stream = stream
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next_player.stream = stream
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next_player.volume_db = linear_to_db(0.0)
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next_player.volume_db = linear_to_db(0.0)
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next_player.play()
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next_player.play()
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var prev_player: AudioStreamPlayer = _active_player
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_active_player = next_player
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var tween: Tween = create_tween()
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var tween: Tween = create_tween()
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tween.set_parallel(true)
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tween.set_parallel(true)
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tween.tween_property(_active_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION)
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tween.tween_property(prev_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION)
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tween.tween_property(next_player, "volume_db", linear_to_db(_music_volume), CROSSFADE_DURATION)
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tween.tween_property(next_player, "volume_db", linear_to_db(_music_volume), CROSSFADE_DURATION)
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var prev_player: AudioStreamPlayer = _active_player
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tween.chain().tween_callback(prev_player.stop)
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tween.tween_callback(prev_player.stop).set_delay(CROSSFADE_DURATION)
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_active_player = next_player
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func play_sfx(stream: AudioStream) -> void:
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func play_sfx(stream: AudioStream) -> void:
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@@ -7,6 +7,12 @@ signal character_moved(character_id: String, position: Vector2)
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var _character_positions: Dictionary = {}
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var _character_positions: Dictionary = {}
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var _object_states: Dictionary = {}
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var _object_states: Dictionary = {}
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var current_room: String = "reception"
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var current_room: String = "reception"
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var music_volume: float = 0.6
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var sfx_volume: float = 1.0
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func has_character_position(id: String) -> bool:
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return _character_positions.has(id)
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func get_character_position(id: String) -> Vector2:
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func get_character_position(id: String) -> Vector2:
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@@ -33,6 +39,8 @@ func get_save_data() -> Dictionary:
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"character_positions": _character_positions,
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"character_positions": _character_positions,
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"object_states": _object_states,
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"object_states": _object_states,
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"current_room": current_room,
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"current_room": current_room,
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"music_volume": music_volume,
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"sfx_volume": sfx_volume,
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}
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}
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@@ -43,3 +51,7 @@ func apply_save_data(data: Dictionary) -> void:
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_object_states = data["object_states"]
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_object_states = data["object_states"]
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if data.has("current_room"):
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if data.has("current_room"):
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current_room = data["current_room"]
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current_room = data["current_room"]
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if data.has("music_volume"):
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music_volume = data["music_volume"]
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if data.has("sfx_volume"):
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sfx_volume = data["sfx_volume"]
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@@ -12,6 +12,7 @@ func save_game() -> void:
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var data: Dictionary = GameState.get_save_data()
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var data: Dictionary = GameState.get_save_data()
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var file: FileAccess = FileAccess.open(SAVE_PATH, FileAccess.WRITE)
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var file: FileAccess = FileAccess.open(SAVE_PATH, FileAccess.WRITE)
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if file == null:
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if file == null:
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push_error("SaveManager: cannot open save file for writing")
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return
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return
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file.store_string(JSON.stringify(data))
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file.store_string(JSON.stringify(data))
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file.close()
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file.close()
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@@ -32,7 +33,9 @@ func load_game() -> void:
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func reset_game() -> void:
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func reset_game() -> void:
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if FileAccess.file_exists(SAVE_PATH):
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if FileAccess.file_exists(SAVE_PATH):
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DirAccess.remove_absolute(SAVE_PATH)
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var dir: DirAccess = DirAccess.open("user://")
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if dir != null:
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dir.remove("savegame.json")
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GameState.apply_save_data({})
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GameState.apply_save_data({})
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@@ -61,5 +61,7 @@ func _on_drag_picked_up(_pos: Vector2) -> void:
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func _on_drag_released(pos: Vector2) -> void:
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func _on_drag_released(pos: Vector2) -> void:
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_is_held = false
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_is_held = false
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if data == null or data.id.is_empty():
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return
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GameState.set_character_position(character_id, global_position)
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GameState.set_character_position(character_id, global_position)
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character_placed.emit(self, global_position)
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character_placed.emit(self, global_position)
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@@ -5,12 +5,13 @@ extends Node2D
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func _ready() -> void:
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func _ready() -> void:
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RoomNavigator.initialize($Camera2D)
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RoomNavigator.initialize($Camera2D)
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SaveManager.load_game()
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SaveManager.load_game()
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AudioManager.set_music_volume(GameState.music_volume)
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AudioManager.set_sfx_volume(GameState.sfx_volume)
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_apply_saved_state()
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_apply_saved_state()
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func _apply_saved_state() -> void:
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func _apply_saved_state() -> void:
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for character in $Characters.get_children():
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for character in $Characters.get_children():
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if character is Character and character.data != null:
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if character is Character and character.data != null:
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var pos: Vector2 = GameState.get_character_position(character.data.id)
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if GameState.has_character_position(character.data.id):
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if pos != Vector2.ZERO:
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character.global_position = GameState.get_character_position(character.data.id)
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character.global_position = pos
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@@ -20,6 +20,8 @@ func _on_input_event(_viewport: Node, event: InputEvent, _shape_idx: int) -> voi
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func _on_pressed() -> void:
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func _on_pressed() -> void:
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if target_floor < 0:
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return
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RoomNavigator.go_to_floor(target_floor)
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RoomNavigator.go_to_floor(target_floor)
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_play_bounce()
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_play_bounce()
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@@ -1,11 +1,11 @@
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## HUD — heads-up display with back button, music toggle, and settings access.
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## HUD — heads-up display with back button, music toggle, and settings access.
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extends CanvasLayer
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class_name HUD extends CanvasLayer
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const MUSIC_ON_SYMBOL: String = "♪"
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const MUSIC_ON_SYMBOL: String = "♪"
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const MUSIC_OFF_SYMBOL: String = "✕"
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const MUSIC_OFF_SYMBOL: String = "✕"
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var _music_enabled: bool = true
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var _music_enabled: bool = true
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@onready var _settings_menu: SettingsMenu = get_node_or_null("/root/Main/UI/SettingsMenu") as SettingsMenu
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@onready var _settings_menu: SettingsMenu = get_node_or_null("../SettingsMenu") as SettingsMenu
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func _on_back_button_pressed() -> void:
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func _on_back_button_pressed() -> void:
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@@ -1,5 +1,5 @@
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## RoomNavigator — autoload that moves the Camera2D smoothly between hospital floors.
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## RoomNavigator — autoload that moves the Camera2D smoothly between hospital floors.
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extends Node
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class_name RoomNavigator extends Node
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signal room_changed(floor_index: int)
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signal room_changed(floor_index: int)
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@@ -19,11 +19,11 @@ func go_to_floor(floor_index: int) -> void:
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return
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return
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_current_floor = floor_index
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_current_floor = floor_index
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var target_y: float = floor_index * -FLOOR_HEIGHT
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var target_y: float = floor_index * -FLOOR_HEIGHT
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var tween: Tween = _camera.create_tween()
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_IN_OUT)
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tween.set_ease(Tween.EASE_IN_OUT)
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tween.set_trans(Tween.TRANS_SINE)
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tween.set_trans(Tween.TRANS_SINE)
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tween.tween_property(_camera, "position:y", target_y, CAMERA_TWEEN_DURATION)
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tween.tween_property(_camera, "position:y", target_y, CAMERA_TWEEN_DURATION)
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room_changed.emit(floor_index)
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tween.finished.connect(func() -> void: room_changed.emit(floor_index))
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func get_current_floor() -> int:
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func get_current_floor() -> int:
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@@ -16,10 +16,12 @@ func hide_menu() -> void:
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func _on_music_slider_value_changed(value: float) -> void:
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func _on_music_slider_value_changed(value: float) -> void:
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AudioManager.set_music_volume(value)
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AudioManager.set_music_volume(value)
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GameState.music_volume = value
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func _on_sfx_slider_value_changed(value: float) -> void:
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func _on_sfx_slider_value_changed(value: float) -> void:
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AudioManager.set_sfx_volume(value)
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AudioManager.set_sfx_volume(value)
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GameState.sfx_volume = value
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func _on_reset_button_pressed() -> void:
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func _on_reset_button_pressed() -> void:
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